The problem is the design of the factions.
Whermacht is designed well - its thought out - and with the exception of a useless T4 - its well rounded.
OKW is a pure blob - especially with the ammo increase - its dull but the blob wins all.
The problem with the Allies:
RU - Terrible design, so badly designed they continued to buff the faction just so people will play it.
US - As others have said - its a 15 min faction - when the real armor rolls out, the US has no counter (unless you're a pro - and even then you'll be working 10 times as hard).
That's the problem in a nutshell really.
That's exactly what our clan think. And it's terribly true in 3vs3 and 4vs4.
In our last 10 matches, the matching system was always between 76% to 90% Axis vs 24% to 10% allies.
Even if we like to play the underdogs as Allies, it's not fun to be tanks stomped all the time.
To have a chance to win, allies must control the nearly all map in the first 10-14 mins, make no mistakes or be crushed by their Panthers or Tigers.
Maybe we are not the best, but if we go axis our life is a lot easier....
I thinks part of the problem come from the fact that all the strategic points give fuel. On the bigger maps, their is way to much fuel income thus favoring Axis greatly (tanks).
A
solution would be to remove 1 fuel production per strategic points and 2 points from fuel caches on the bigger 6-8 player's maps (and it won't affect 1vs1 or 2vs2). Ammo points are o.k. as both sides benefit from it more equally.
On the smaller 6-8 maps, where there is less strategic points (Ett. Station) it's more balanced. And if there is some buildings is even more balanced as bazooka squads can hide in building and survive a tank encounter, forcing the axis to build different units but Panthers or Tigers.
Please test it before you blast our pov.
Thanks.